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WANDER SOf
WIZARD WAR SPELL BOOK
For many years the mighty mages of the planet Xarg
have been involved in a life and death struggle to
decide the fate of their world. The world and the
populace have now been so ravaged by this war that the
master mage Manuras of the Many Hues (known to his
enemies as Manuras the Muddy) has put his foot down
Ithe builders will be in Monday to repair the hole) and
organised a final round of duels to decide who shall rule
the planet. As the premier wizards of Xarg, you have
been selected to represent your faction in the final
battle.
The contest will be a series of duels between two
wizards of differing colours. Each team will start with the
same amount of manna (energy), split evenly between
the members of the team. For each duel, each wizard will
be allowed a set amount of manna. When one of the
wizards has used all his manna the duel will be over and
two new wizards will be selected. When a wizard has
used all his manna he dies, and the winners are the team
of wizards who survive.
We who are about to watch you
die salute you . . .
Loading the cassette
a ) Place the cassette in the cassette player.
b) Type CLOAD and press (ENTER).
c) Press the play button on the cassette player.
dl When the computer responds with "OK", type RUN
and press (ENTER).
Choosing game options
The computer will first ask you how many people are
playing the game. There can be from 2 to 9 players, but if
there are more than 3 they will be grouped into 3 teams.
When you have selected the number of players, the
computer will then ask for their names.
You will then be asked whether you wish to select the
teams, or have the computer select the teams randomly.
There are 3 possible teams, red, green and yellow. The
colour you select (or are given) will affect which spells
you can throw and how well you throw them.
The last thing you will be asked is whether or not you
want to have secret spell selection. If you have secret
selection then you will not know what spell your
opponent has chosen until he launches it. If you choose
non-secret selection then the spells chosen will be
shown after both players have selected.
The first duel is now ready to start and the first two
players will be displayed on the screen.
Selecting Spells
The spell selection display is divided into two halves.
The top half is for the first player. This player will be on
the left hand side of the duel display and should use the
left joystick. The bottom half of the screen is for the
second player, who will be on the right hand side of the
duel display and should use the right joystick. Players
may change sides between duels so always ensure you
have the correct joystick
Each display shows the name and colour of the wizard,
how much manna he has remaining for this duel, and a
choice of four spells. To select a spell, position your
joystick in the comer which corresponds to the spell you
wish to choose. For example, if you want to choose the
upper left hand spell, position your joystick in the upper
left hand corner. When the joystick is correctly
positioned, press the fire button to select the spell.
When selected the green ".?" in the centre of the spells
will change to a solid square the same colour as the
wizard. After both players have chosen their spells, if
non-secret selection has been chosen, these centre
squares will indicate which spell each wizard has chosen.
The Duel
The display will now switch to the duel display. There
will be a short delay. When a red square is displayed at
the bottom of the screen in the centre, you can launch
your spells by pressing the fire button on your joystick.
After your spell has been launched, follow the specific
instructions for that spell. At any time prior to both
players launching their spells, this round of the duel may
be cancelled by pressing (ENTER).
Manna is deducted for casting a spell when the spell
is launched, so if you are very low on manna, you can
wait until your opponent's spell is over and then press
(ENTER) at no cost to yourself.
If both players select defensive spells, the round will
automatically be declared over. The round will also be
declared if one player uses his offensive spell and
misses and the other player has a defensive spell.
SPELL DESCRIPTIONS
There follows a description of each spell. It states the
name of the spell and its colour. If the colour of the spell
is ANY then any colour of wizard may throw the spell
with equal effect. If a specific colour is named, that colour
wizard will throw the spell better than other wizards. The
colour of the sun in the sky also affects the effectiveness
of coloured spells. For example, a red wizard throwing a
red spell under a red sun will be the most effective use
of the spell, but a yellow wizard throwing a red spell
under a red sun is better than a yellow wizard throwing a
red spell without a red sun in the sky.
The suns rise and set at set intervals. The red sun will
rise and set every other round, the green will be in the
sky for two rounds and down for two rounds, and the
yellow sun will be up for four rounds and down for four
rounds.
At the bottom of each spell description is a quick
guide to the spell's operation.
MANNA
This is the amount of manna required to cast the spell
(Low/ Ave rage/ High). A defensive spell costs less to throw
than an offensive one, so a high cost defensive spell
costs about the same to throw as a low cost offensive
one.
DAMAGE
This is the amount of damage the spell does to your
opponent.
DURATION
This is how long the spell will last. An infinite duration
means the spell will last to the end of the round. A
limited duration spell will run out of energy after a while.
CONTROL
This defines the amount of joystick control you have.
FULL means you can steer the spell with the joystick.
PARTIAL means you can affect the left/right motion of the
spell, but not the up/down.
NONE means there is no joystick control.
HOLD means that you must continually hold the fire
button down until the spell takes effect.
BANSHEE ANY
Few have ever survived ihe wail of the
banshee, but this forlorn spirit can only
be bound by earth magic. \f the banshee
is guided to far above the earth, it will
escape, but it will be destroyed if it
touches the ground.
DURATION limited
CONTROL Partial
MANNA Average
DAMAGE High +-
CRYSTAL SHIELD ANY
This spell acts in a similar fashion
to Waff, but it will deflect
Soulsucker and Ray of he back at
your opponent, thus causing him
the damage meant for you.
DURATION Infinite
CONTROL None
MANNA Low
DAMAGE None
DEFENCE BOLT ANY
This sphere of anti-magic defends
against all missile spells, can injure Ihe
dragon and Ihe spider and has even been
known lo destroy thunderstorms. You
must guide it close lo your opponent's
spell and press the fire button.
DURATION limited
CONTROL Full
MANNA Average
DAMAGE None
DEMON
RED
This spell was first mastered by Gruft
the Red. Few wizards have ever
attained his level of skill and the
unpredictable creatures often turn on
those who summon them.
DURATION Varies
CONTROL Hold
MANNA High
DAMAGE Varies
DRAGON
GREEN
Through the power of naming, you can
summon Zigmurl the dragon from his
aeon long slumber in his lofty mountain
lair. When Zigmurl is in front of the
opposing wizard, you can command him
to breathe his fiery breath by pressing
the fire button.
DURATION limited MANNA Low
CONTROL Full DAMAGE Varies
EARTHQUAKE ANY
The power of the earth is yours to
command through this spell. \t must be
guided up under your foe to wreak
destruction.
DURATION Limited
CONTROL Partial
MANNA Average
DAMAGE Low
FIREBALL
RED
Drawn from the elemented plane of fire,
this ball of molten magma will devastate
your worthless opponent.
DURATION Limited
CONTROL Full
MANNA Average
DAMAGE Average
FLY
By casting this spell you can
project your astral essence into
the ether and thus avoid your
opponent's spells.
ANY
DURATION Uifinile
CONTROL Full
MANNA Average
DAMAGE None
■ 5V,i *fe. J i ... * f
FOG
ANY
The conjuration of this magical cloud
obscures all vision rendering the caster
o\ the spell invisible. The energy
released when this spell is cast teleports
the wizard randomly.
DURATION Infinite
CONTROL None
MANNA Average
DAMACE None
FORCE BUBBLE ANY
This sphere o\ impenetrable force
protects you from all hostile spells bar the
unpredictable demon.
DURATION Infinite
CONTROL None
MANNA None
DAMAGE None
HELLFIRE
ANY
A column of molten fire, Hell fire rises
from the heart of the earth to consume
your opponent in a torrent of rushing
flame.
DURATION Limited
CONTROL Partial
MANNA High
DAMAGE Average
id
LIGHTNING BOLT
YELLOW
One of the first things a budding
warlock must learn lo do is
harness Ihis primeval force to his
own ends.
DURATION Limited MANNA Average
CONTROL Partial DAMAGE low
METEORSTORM
RED
Invocation of this spell causes a hail of
hot rocks to fall from the sky on the head
of your hapless opponent.
DURATION limited MANNA High
CONTROL Partial DAMAGE A wraae
PLAGUE OF FROGS CREEN
Slimy death from the sky. Dump
a plague of frogs on your
opponent and watch him croak.
DURATION Limited MANNA High
CONTROL Partial DAMAGE High
RAY OF ICE
ANY
W/icn this spell is conjured, a icy blast
of hoarfrost will freeze the other wizard,
ruining his concentration and
disrupting his spell.
DURATION limited MANNA Average
CONTROL Hold DAMAGE low
SHOOTING STAR
YELLOW
When this spell is cast, the soul o\a star
is drawn down from the heavens and will
immerse your foe in cosmic fire when it
hits.
DURATION Limited
CONTROL Full
MANNA Average
DAMAGE Low
SOULSUCKER
By means of this spell, the
presdigilalor may drain the life
force of his opponent, adding
this stolen power to his own.
RED
DURATION Limited
CONTROL Hold
MANNA Average
DAMAGE Low
SPIDER
ANY
Hidden deep in the valley is the lair of
Flombosl the spider and her sister. She
can he roused to aid you, and when she
is over your foe, pressing the fire button
will cause her to drop her web and
incapacitate your foe for the next round.
DURATION Untied
CONTROL F«fl
MANNA Low
DAMAGE None
SUN BOLT
This is a mystical energy drawn
from your sun. This spell is
sustained by the power of your
sun and therefore of infinite
duration.
ANY
DURATION Infinite
CONTROL Full
MANNA Low
DAMAGE Average
THUNDERSTORM
GREEN
W///I this spell the mighty mage
summons a cloud of death which
must he guided towards the
enemy. But beware, if the
liiililning from the cloud hits the
ground, the energy of the spell
\nll be dissipated.
DURATION Limited
CONTROL Full
MANNA Average
DAMAGE Average
TORNADO
YELLOW
The swirling winds of the tornado will
drop from the sky, and if the opposing
sorceror is caught in it, he will suffer a
nasty turn.
DURATION Limited
CONTROL Partial
MANNA High
DAMAGE Average
13
VAMPIRE
ANY
Although this vile species of
undead normally shuns the light
of day, they can be lured out by
the promise of dragon's or
spider's blood. The vampire must
be guided near the enemy
monster to suck its life blood.
DURATION limited
CONTROL Full
WIND
MANNA High
DAMAGE None
ANY
W/ieM the mystic words are
intoned (fire button held down),
the elemenlals from the plane of
air will build a large wind which
will force back opposing missile
spells. When the chanting is
stopped, the wind will die down,
but can be built up again by
resuming chanting, until the
wizard runs out of puff.
DURATION Limited
CONTROL Hold
WALL
MANNA Average
DAMAGE Hone
ANY
By means of this spell, you
transmute the air in front of you to
an impervious wall of granite
which deflects all rays, the
dragon's breath and the
banshee's scream.
DURATION Infinite
CONTROL HOHe
MANNA Low
DAMAGE None
1 1
DEFENCE SPELL CROSSREFERENCE
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DRAGON DATA APPROVED